[Bf-committers] BIH acceleration structure?
Joe Eagar
joeedh at gmail.com
Mon Feb 25 03:39:49 CET 2008
There was work to migrate the BIH code from some other app to blender a
while back by brecht von lommel. There was issues with it, and he
didn't have time to deal with them. I believe the code was taken from
sunflow. Anyway, you should talk to him.
For general advice about starting up as a dev (we'd love to have you!)
you can join #blendercoders on irc.freenode.net, and also there is the
following page on the wiki:
http://wiki.blender.org/index.php/BlenderDev/New_Dev_Info
Sounds like you'll make a very valuable contributor. :)
Joe
Yves Poissant wrote:
> Hi there,
>
> I'm new here so let me introduce myself. I have 27 years of experience in
> software development and I worked on different application types basically
> from accounting applications, to stock management systems, to graphical
> teletext delivery systems, to natural language based help systems, to
> autonomous navigation robot systems, to multimedia and game based
> educational products, to e-learning, to 3D animation system.
>
> 3D programming is not new for me since I've been involved in 3D applications
> since I started programming, even in the days of vector graphics. I wrote my
> first renderer in Pascal 20 years ago. I just finished a 3 year contract at
> Hash Inc programming 3D rendering technologies such as soft shadows, soft
> reflections, Ambient Occlusion, Image Based Lighting, Photon Mapping,
> Subsurface Scattering and a few optimizations to the ray-tracing
> acceleration structure for Animation:Master.
>
> I'm also an artist. I did illustrations and painting, graphics design,
> comics and animation. I currently have a short animation film project going
> on and I'm in the character and environment design stage. The project is
> based on a song from a local artist here and I'm looking for using Blender
> for that animation project so I've been evaluating Blender for a couple
> months now.
>
> Some of the render tests I did revealed the common "teapot in the stadium"
> issue with the octtree acceleraton structure. That is when the scene is
> large but only a small portion of the scene contains the bulk of the shot,
> the octtree size must be maxed and the render time increases quite a lot.
>
> I already have a lot of experience (both theoretical and pragmatic) with the
> different acceleration structures and I would like to try to implement a BIH
> in Blender. However, I'd like to know if anybody might already be working on
> such a change before I embark on this project because I would not like to
> duplicate someone else's efforts. I found an entry in the wiki somewhere
> where someone from the University of Toronto was working on implementing a
> BIH but apparently, this never got delivered.
>
> Also, I'm not quite sure what are the custom for such a project. Do I need
> to submit something and/or does such a project needs to be approved in some
> way?
>
> Any guidance as to how to proceed, or even a go/no-go advise, would be
> appreciated.
>
> Regards
> Yves Poissant
> www.ypoart.com
>
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